scholarly journals PEGEMBANGAN MEDIA DIORAMA 3 DIMENSI DALAM PEMBELAJARAN IPA MATERI EKOSISTEM KELAS V

2019 ◽  
Vol 6 (4) ◽  
pp. 234-242
Author(s):  
Dady Mukti Prabowo

Abstrak IPA merupakan salah satu mata pelajaran yang wajib diberikan kepada siswa SD, namun kenyataan dilapangan, pembelajaran IPA masih belum optimal. Berdasarkan data observasi, wawancara dan dokumentasi yang didapatkan di SDN Kalibanteng Kidul 02 Semarang ditemukan informasi bahwa terdapat permasalahan kurang tersedianya media yang relevan. Sehingga perlu dikembangkan media diorama 3 dimensi dalam pembelajaran IPA. Tujuan penelitian ini adalah untuk mendeskripsikan langkah-lanhak pengembangan media diorama 3 dimensi, untuk mengkaji kevalidan media diorama 3 dimensi, dan untuk mengkaji keefektifan media diorama 3 dimensi dalam pembelajaran. Jenis penelitian ini adalah Research and Development (R&D) dengan langkah pra research, pengumpulan data, perancangan desain media, validasi produk, revisi produk, uji skala kecil, uji skala besar, dan produk akhir. Populasi penelitian ini adalah seluruh siswa kelas V SDN Kalibanteng Kidul 02 Semarang dan yang menjadi sampel adalah siswa kelas V dengan teknik sampel jenuh. Teknik pengumpulan data menggunakan observasi, wawancara, tes, angket, dan dokumentasi. Teknik analisis data menggunakan analisis data produk, analisis data awal/uji normalitas, uji t, uji N-Gain. Hasil penelitian menunjukan bahwa media diorama 3 dimensi layak digunakan dengan persentase penilaian validasi ahli media 94%, ahli materi 97%, praktisi media 97%, dan praktisi materi 93% dengan uji T mendapat hasil thitung yaitu 7,396 lebih besar dari ttabel yaitu 1,671 dan uji N-Gain sebesar 0,7063 dengan kriteria tinggi. Simpulan penelitian ini adalah media diorama 3 dimensi efektif digunakan pada pembelajaran IPA terhadap hasil belajar siswa. Saran penelitian selanjutnya dapat menerapkan media diorama 3 dimensi pada pembelajaran lain dengan menyesuaikan komponen dan desain sesuai materi yang diajarkan. ______________________________________________________________ Abstract _______________________________________________________ Sains education is the one of lesson that must be given for student of elementary school, but in fact, Sains education still unoptimally done. Based on datas of observation, interview, and document that be found at Kalibanteng Kidul 02 Semarang State Elementary School is showed information that there is problem with the relevance learning media is still low. So, need to be developed 3 dimension diorama media in sains education. The purpose of this research is to describe the steps of developing 3 dimesion diorama media, to know about validity of 3 dimension diorama media, and to know about efectivity of 3 dimension diorama media in the learning. Type rsearch is Research and Development (R&D) with some step are pra research, collecting data, preparing the media design, product validation, product reparation, small scale test, big scale test, and the last product. Research population is all student of grade V at Kalibanteng Kidul 02 Semarang State Elementary School. Research sample is student f grade V with jenuh sample technic. Collecting datas technic are observation, interview, test, angket, and documentation. Analyzing data technic use analyzing product data, analyzing first data/normality test, T test, and N-Gain test. The result of the research shows that 3 dimension diorama media can be used in sains educational learning with the value percentage from media specialist is 94%, content specialist is 97%, media practicy is 97%, and content practicy is 93% with Ttest result is T-assesment (7,396) is bigger than T-table (1,671) and N-Gain test result is 0,7063 with high criteria. This research conclusion is effectivally be used in sains educational learning toward student learning result. Instruction for the next research can use 3 dimension diorama media in other lesson by adapted with component and design is related with the content that be teach.               

2020 ◽  
Vol 9 (2) ◽  
pp. 72-77
Author(s):  
Siti Eva Ariyanti Eva Ariyanti

Dalam seni tari, guru kelas II SD Negeri 03 Bawu diketahui belum menggunakan media pembelajaran yang inovatif, sehingga diperlukan media yang inovatif dalam pembelajaran. Penelitian ini bertujuan untuk mengembangkan media kartu kuartet DIKDA seni tari berbasis outdoor learning pada materi gerak keseharian dan alam. Untuk mengembangkan media tersebut digunakan penelitian Research and Development (R&D) diadaptasi dari Sugiyono. Penelitian ini diikuti oleh siswa kelas II SD Negeri 03 Bawu berjumlah 41 siswa. Teknik analisis data meliputi analisis data produk, analisis data awal, dan analisis data akhir berupa uji t-tes dan uji n-gain. Hasil pengembangan media kartu kuartet DIKDA Seni Tari berbasis outdoor learning sangat layak digunakan dengan memperoleh hasil persentase sebesar 96,88% oleh ahli media, 96,88% oleh ahli materi dan 93,75% oleh ahli bahasa. Dari hasil skala kecil tanggapan siswa terhadap media sangat baik dengan persentase 100% dan 92% dari tanggapan pada skala besar mendapatkan persentase 97,9% dari siswa dan 100% dari guru. Hasil uji peningkatan rata-rata diperoleh hasil sebesar 0,567 pada skala kecil dan 0,466 pada skala besar. Simpulan penelitian media kartu kuartet DIKDA Seni Tari berbasis outdoor learning materi gerak keseharian dan alam layak dan efektif dalam meningkatkan hasil belajar psikomotorik siswa kelas II Sekolah Dasar.   Kata Kunci: Media Pembelajaran; kartu kuartet DIKDA; outdoor learning; Seni Tari  In dance education, in the second grade aof Bawu 03 elementary school had not used innovative learning media, so that media development was needed in learning. This research aimed to develop, to find out the results of feasibility, and test the effectiveness of DIKDA quartet cards on dance education based on outdoor learning on daily and natural motion material. The type of this study was Research and Development (R & D) adapted from Sugiyonos theory. The participants of this study were the second grade at Bawu 03 elementary school in the number of 41 students. Data analysis techniques included product data analysis, initial data analysis, and final data analysis in the form of t-test and n-gain test. The results showed that learning media in the media of DIKDA quartet cards on dance education based on outdoor learning was very feasible to use by obtaining a percentage of 96,88% by media experts, 96.88% by material experts and 93,75% by language experts. The results of small scale got a percentage of 100% of students and 92% of teachers and on a large scale get a percentage of 97,9% of students and 100% of teachers. The results of the test large scale got on average obtained results of 0.567 on a small scale and 0.466 on a large scale. The conclusion of this research was the media of DIKDA quartet cards on dance education based on outdoor learning on daily and natural motion material was feasible and effective in improving students psychomotor learning outcomes in the second grade.   Keywords: learning media; quartet card DIKDA; outdoor learning; dance education


Author(s):  
Wahyu Dinil Mustaqim ◽  
Arda Purnama Putra ◽  
Tri Murti

This research and development aim to develop bilingual pop-up book media on Javanese puppet stories that valid according to the material experts, media experts, and teachers, as well as practical students. The research uses an ADDIE model with 5 stages, that is analysis, design, development, implementation, and evaluation. The results of validation by the material expert, media expert, and by the user (teacher) sequentially get a percentage of 96.4; 100; and 95.4 percent. While the result of the practicality test on the small scale test and the large scale test got a percentage of  93.3 and 97.5 percent. Media is categorized as very valid and very practical and can be used for elementary school students.


2019 ◽  
Vol 2 ◽  
pp. 111
Author(s):  
Jhoni Lagun Siang ◽  
Bahrudin Hasan ◽  
Lukman Tamhir

The purpose of this study is to: (1) produce video lessons that are feasible to be applied as learning media. (2) knowing the feasibility of learning videos so that they are feasible to be applied to learning media. Development of this learning video uses research and development methods or Research & Development which produces learning videos. This development research uses Allesi and Trollip method, which includes 3 steps of development, namely (1) planning: determining needs and goals, gathering resources, and generating ideas. (2) design: create flowcharts, create storyboards, and prepare scripts. (3) development: producing video and audio, programming material, preparing supporting components, evaluating and revising. The results of this development research are learning video products that have been tested for their feasibility by media experts, material experts, and students as users of the media. The overall results of the trial showed results, good namely obtaining a Worthy category with details: (1) the material expert test obtained an average yield of 3.55 which was categorized as feasible (2) the media expert test obtained an average yield of 3.5 which was categorized as feasible (3) scale test small by students get 3.5 average results which are categorized as feasible, (4) large-scale test by students get an average yield of 3.19 which is categorized as feasible. Based on the results of the media feasibility test, it can be concluded that the video is learning feasible to use.


Author(s):  
Anggia Sekarini Yosanti

Purose of the study to find out the steps to delevlop videomedia making body pattern woman with draping system. Research development using team theory puslijaknov which includes 5 stages namely product analsyis to be developed, develop the intial product, validation exprest and revisions, small scale trials and revisions, large-scale trials and products end. Reserarch instruments use sheet use of media in learning. Techique descriptive analysis. Research result shows the development of video media learning through: product analysis that is requirements for the type of developments. Step observations to reveal the use of the syllabus analysis and analysis of developing media, the intial product is the process of making a video validation process for experst to find out the feasibility of the media, test small scale implementation of learning use video that was revoked 2 observer with good results, large scale test implementation of learning using video which was observed by observers with the results are very good.


2019 ◽  
Vol 10 (2) ◽  
pp. 33-49
Author(s):  
Vonia Revi Fajri

The lack of use of computer technology as a instructional media is a problem that needs to be addressed in the world of education today because in the current era of globalization, the latest technology-based instructional media must be familiar. The purpose of this study is to see how the level of validity and practicality of instructional media designed using Adobe Flash Professional Creative Suite (CS) 6. This research refers to Research and Development with 4-D model (Define, Design, Development, and Dissemination) recommended by Thiagarajan. This research is done until third stage of development in the small-scale test. Data collection techniques used in the form of documentation and questionnaires. The data obtained come from 2 validators (material experts and media experts), 5 chemistry teachers, and 10 students from two high school namely SMA Negeri 8 Pekanbaru and SMA Negeri 1 Pekanbaru. The results showed that the instructional media designed using Adobe Flash Professional Creative Suite 6 software has a validity level by material experts by 90% with very valid criteria and validity level by the media expert of 83% with very valid criteria and the practicality level of teachers by 87% with very practical criteria and 90% practicality of students with very practical criteria.   Kata Kunci: The Design and Test, Instructional Media, Adobe Flash Professional CS6, Fourth Transition Material Elements Period


2018 ◽  
Vol 5 (1) ◽  
pp. 70
Author(s):  
Helwiyah Makarim ◽  
Siti Holipah ◽  
Helmi Helmi

The Development Book of Story Based Sundanese Culture as Media on Indonesian Language with Pantun Material in IV Class, Elementary School. Djuanda Bogor University in 2017. This research is a Research and Development (R&D) which has a goal to know more a story of book based on Sundanese culture with learning method Indonesian language on pantun materials, another goal is to determine which one is the best of story book. The procedure of this research take a model of Borg and Gall theory, the development has five stages; find out the information, product plan, product development, validation product and evaluation of the product. To know quality of products is based on the learning aspect, materials, and looking with gift quetionnaires as a purpose to know the media developed worthy used or not as a learning media. The result of this a research are a book of story based on Sundanese culture used a learning method Indonesian language with pantun materials in class IV elementary school has good qualities based the material expert 43, maximum points from 50 with very good category. the media expert 68, maximum points from 75 with very good category. The teacher around  124.33, maximum points from 125 with very good category. Peer reviewer around 111.33, maximum points from 125 with very good category. Testing 49,44, maximum points from 50 with very good category. Temporary testing 49, maximum points from 50 with very good category, so that this is a book of Sundanese story has good using for taking in learning media Indonesian language with pantun material in grade IV Elementary School.


2020 ◽  
Vol 11 (1) ◽  
Author(s):  
Lesy Luzyawati ◽  
Lissa Lissa

The textbooks used so far have not utilized learning resources to the fullest, such as the utilization of existing potential in the surrounding environment, planting values, and environmental awareness.Biodiversity textbook based on ethnobiology studies of the Suku Dayak Losarang is a product of the development of textbooks that can be used in biology learning on the concept of biodiversity.This study aims to look at the feasibility of biodiversity textbooks based on the ethnobiology study of the Suku Dayak Losarang Tribe and see the effectiveness of the textbook in biology learning in class X senior high school. This type of research is Research and Development (R&D) with eight stages of development models. Product Textbooks are validated by experts and practitioners using validation sheets. The validation results show that the book is suitable for use because it is good in terms of content worthiness, linguistics, and presentation. The textbook was tested on a small scale test and continued with a large scale test. The results of the effectiveness test using the different test showed that the biodiversity textbook based on the Suku Dayak Losarang was effectively used in biologylearning. Student responses to textbooks also scored high on all indicators.AbstrakBuku ajar yang digunakan selama ini belum memanfaatkan sumber belajar secara maksimal, seperti pemanfaatan potensi yang ada di lingkungan sekitar, penanaman nilai, dan kesadaran lingkungan hidup. Buku ajar biodiversitas berbasis kajian etnobiologi Suku Dayak Losarang merupakan produk pengembangan buku ajar yang dapat digunakan dalam pembelajaran biologi pada konsep keanekaragaman hayati. Penelitian ini bertujuan untuk melihat kelayakan buku ajar biodiversitas berbasis kajian etnobiologi Suku Dayak Losarang dan melihat efektivitas buku ajar tersebut dalam pembelajaran biologi di kelas X. Jenis penelitian ini ialah Research and Development (R&D) dengan 10 tahapan model pengembangan. Produk Buku ajar divalidasi oleh para ahli dan praktisi dengan menggunakan lembar validasi. Hasil validasi menunjukkan buku layak digunakan karena sudah baik dalam hal kelayakan isi, kebahasaan, dan penyajian. Saran dari validator dijadikan acuan dalam merevisi buku ajar biodiversitas Suku Dayak Losarang. Buku ajar hasil revisi diujicobakan pada uji skala kecil (satu sekolah) dan dilanjutkan uji skala besar (tiga sekolah). Hasil uji efektivitas menggunakan uji t menunjukkan bahwa buku ajar biodiversitas berbasis Suku Dayak Losarang efektif digunakan dalam pembelajaran biologi. Respon siswa terhadap buku ajar juga mendapat nilai tinggi pada semua indikator. Artinya buku ajar biodiversitas berbasis kajian Suku Dayak Losarang dapat digunakan pada pembelajaran keanekaragaman hayati di kelas X SMA dan dapat disebarluaskan khususnya di Kabupaten Indramayu. Kata kunci: Keanekaragaman hayati, Buku ajar, Suku Dayak Losarang, Etnobiologi, Pembelajaran Biologi


Sirok Bastra ◽  
2021 ◽  
Vol 9 (2) ◽  
Author(s):  
Aliyah Tazkiyah ◽  
Maulina Hendrik ◽  
Nurjannah Nurjannah

Banyak siswa tidak tertarik mempelajari cerita fabel yang hanya berupa teks dan belum menggunakan media pembelajaran. Padahal, fabel merupakan salah satu tradisi lisan yang sarat dengan nilai kebudayaan yang diajarkan di sekolah melalui pembelajaran sastra. Penelitian ini bertujuan untuk mengembangkan media interaktif cerita fabel Mentilin yang Cerdik dengan menggunakan Articulate Storyline 3 untuk siswa kelas IV sekolah dasar yang sahih dan praktis. Metode penelitian yang digunakan adalah research and development (RD) dengan menggunakan model pengembangan ADDIE. Model ini terdiri atas empat tahap, yaitu analisis (analysis), perancangan (design), pengembangan (development), dan implementasi (implementation). Instrumen pengumpulan data berupa angket validasi ahli materi, ahli bahasa, ahli media, serta angket respons guru dan siswa. Hasilnya menunjukkan bahwa media yang dikembangkan dinyatakan sangat sahih dan sangat praktis. Media interaktif sangat sahih diperoleh dari validasi ahli media dengan persentase sebesar 97,5%, ahli materi 92,5%, dan ahli bahasa 92,5%. Sementara itu, media interaktif dinyatakan sangat praktis dengan dibuktikannya hasil angket respons siswa pada uji coba skala kecil dengan persentase sebesar 98,75%, uji coba skala besar dengan persentase sebesar 97%, dan hasil angket respons guru memperoleh persentase sebesar 98,75%. This research is motivated by students who are not interested in studying fable stories which are only in the form of text and had not used learning media. Using Articulate Storyline 3 for fourth-grade elementary school students attempted to create valid and practical interactive media for Mentilin yang Cerdik fable stories. The research approach used was Research and Development (RD), which followed the ADDIE development model with four stages: analysis, design, development, and implementation. Material expert validation questionnaires, linguists, media experts, teacher, and student response questionnaires were all used to collect data. Material expert validation questionnaires, linguists, media experts, teacher, and student response questionnaires were all used to collect data. The result of research and development stated that the media was very valid and very practical. Very valid interactive media was obtained from the validation of media experts with a percentage of 97.5%, material experts 92.5%, and linguists 92.5%. While interactive media is stated to be very practical with the evidence of the results of student response questionnaires in small-scale trials with a a percentage of 98.75%, large-scale trials with a percentage of 97%, and the results of teacher response questionnaires obtaining a percentage of 98.75%.


2021 ◽  
Vol 6 (2) ◽  
pp. 202-212
Author(s):  
Rabiatul Adawiyah ◽  
Susilawati Susilawati ◽  
Lenny Anwar S

This research aims to develop an interactive e-module on redox concept. Research and Development (R&D) method was used in this study with a Plomp model. This model included three phases: preliminary, prototype or development, and assessment. Validation sheets and response questionnaires were used as research instruments. Six expert lecturers, consisting of three media and materials experts each, assessed the validity sheets. A small-scale test was carried out utilizing two approaches; a one-to-one test and a small group test. A one-to-one test was given to three students who had high, medium, and low abilities; while the small group test was conducted on three teachers and 30 students from three different schools, which are MAN 2 Pekanbaru, MAN 1 Pekanbaru, and SMA IT Al-fitiyah. The results showed that the interactive e-module was very valid and could be used in learning activities. This is indicated by the percentage of validation from material experts 89.27% and media experts 88.76%. In a small-scale trial for a one-on-one test, the teacher's response 95.83% with very practical criteria; and student response test 87.73% with interesting criteria.


2021 ◽  
Vol 13 (3) ◽  
pp. 1786-1798
Author(s):  
M.Jaya Adi Putra ◽  
Mauliatun Nisa

The purpose of this study was to examine the validity of the development of the game of Monopoly on hydrospheric science learning in grade V Elementary School. Research and Development (RD) research is used in this type of research. The Four-D model describes the research and development process, consisting of four stages: defining, designing, developing, and distributing. The study took place in Pekanbaru in the 2020/2021 academic year with four fifth grade private elementary school students. The Four-D model in this development research is only up to the development stage. The purpose of this research is to develop a product and validate by the validator then test individually. We were collecting data using a Likert scale instrument. Physical aspects, usage aspects, image aspects, colour aspects, writing aspects, and functional aspects obtained an average score of 97.78%, categorized as very valid in the assessment carried out by media expert validators. The assessment results carried out by the material expert validator consisted of the content/material aspect, and the learning aspect resulted in an average score of 90%, which indicated both were very valid. The average individual test evaluation results were 97.78%, categorized as very good. Monopoly game media was declared valid for grade V Elementary School science learning based on data analysis by media experts, material experts, and individual trials.


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